← Back to games
ARCADE DRIVING

Crazy Delivery

An arcade delivery game where the cargo is the star: drive fast, drift hard and get the package there in one piece, solo or online against a friend.

CRAZY DELIVERY
GAMEPLAY.MP4

Overview

Crazy Delivery is an arcade delivery game inspired by Crazy Taxi. You drive a van through a cartoon city, reach the drop-off before the clock runs out and try not to destroy the parcel on the way. Every package behaves differently, so the way you drive changes with what you carry.

It is my largest solo project and my first online game. The core challenge was keeping a single code path for single player and multiplayer, so every system behaves the same whether you play alone or against someone else.

SYSTEMS BREAKDOWN

How it works

PHYSICS

Cargo with a personality

Each package type is a ScriptableObject, so designers can create new cargo from the Inspector without touching code. The cake sways like a spring-damper pendulum driven by the van's acceleration and topples past a tipping point. The aquarium spills water during steep drifts and crashes. The suspicious box explodes on impact and stuns the van.

Damage and failures are exposed through events, so the comic feedback (SPLAT!, KA-BOOM!) stays decoupled from the physics code.

GAMEPLAY

Deliver, combo, repeat

Each delivery is scored on time and package integrity, with a 0–3 star rating and bonus time in single player. Drifts and jumps fill a combo meter; when it's full, Hyper Mode multiplies the delivery score for a few seconds. A drift mini-turbo and near-miss detection reward risky driving.

Power-ups add tactical choices: a caffeine speed boost, a magnet that locks the cargo in place, and a panic horn that scatters pedestrians and traffic.

AI

Threats that scale with your score

As your score grows, threats escalate in a fixed order: a bandit car that hides in traffic and chases you to damage the parcel, an alien bomber that marks the ground before dropping explosives, and police roadblocks on your route.

Each threat is driven by a finite state machine, with on-screen indicators so the player always knows what is coming.

WAYPOINT GRAPH
CLIP.MP4
NAVIGATION

A city that drives itself

Traffic and pedestrians move on two separate waypoint graphs, one for roads and one for sidewalks. Each waypoint only stores its direction of travel: an auto-connect pass links it to the nearest waypoints in front of it, never behind, so opposite lanes never get mixed up. When several waypoints lie ahead within an intersection radius, that point becomes a junction and NPCs pick a random exit, which spreads traffic across the city instead of looping on the same route.

Vehicles steer towards the next waypoint with a speed-based lookahead that smooths out corners. After a crash or a panic horn, NPCs find the nearest waypoint and rejoin the flow. The bandit uses the same graph: it spawns on a waypoint along your route and blends in with traffic until it strikes.

NETWORK

One code path, online and offline

Multiplayer uses a server-authoritative host model: the host simulates AI, scoring and pickups, while each player's van physics stays client-side for responsive handling. Even single player runs as a local host, which removed the whole "works offline, breaks online" class of bugs.

Interest management replicates ambient traffic only near each player to save bandwidth, while players and threats are always visible. The match flow includes a lobby with a live 3D skin preview, a ready check, a synced countdown and a shared match timer.

FEEL

Small touches, big personality

Players can record their own horn with the microphone and save up to four in a library; the honk is networked so opponents hear it too. A URP post-processing stack and speed-reactive effects on boost sell the arcade feel while keeping the target at 60 fps.